/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h
struct FAnimNode_SkeletalControlBase : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
float
ActualAlpha
float
Alpha
Current strength of the skeletal control.
FInputAlphaBool...
AlphaBoolBlend
FName
AlphaCurveName
EAnimAlphaInput...
AlphaInputType
FInputScaleBias
AlphaScaleBias
FInputScaleBias...
AlphaScaleBiasClamp
bool
bAlphaBoolEnabled
FComponentSpace...
ComponentPose
Input link.
FCSPose<FCompa...
ForwardedPose
Forwarded pose data from the wired node which current node's skeletal control is not applied yet
int32
LODThreshold
Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited